Hi there! I know this is a duplicate report, but I have a hypothesis about why / when this started happening:
21 days ago this code
reduce_activated_ability_cooldown_with_internal_cooldown_on_crit = function (player, buff, params)
local player_unit = player.player_unit
if Unit.alive(player_unit) then
local buff_extension = ScriptUnit.extension(player_unit, "buff_system")
local buff_template = buff.template
local buff_to_add = buff_template.buff_to_add
if not buff_extension:has_buff_type(buff_to_add) then
local career_extension = ScriptUnit.extension(player_unit, "career_system")
buff_extension:add_buff(buff_to_add)
career_extension:reduce_activated_ability_cooldown_percent(buff.bonus)
end
end
end,
was changed to this:
reduce_activated_ability_cooldown_with_internal_cooldown_on_crit = function (player, buff, params)
local player_unit = player.player_unit
local attack_type = params[2]
if attack_type and (attack_type == "projectile" or attack_type == "instant_projectile" or attack_type == "aoe") and ALIVE[player_unit] then
local buff_extension = ScriptUnit.extension(player_unit, "buff_system")
local buff_template = buff.template
local buff_to_add = buff_template.buff_to_add
if not buff_extension:has_buff_type(buff_to_add) then
local career_extension = ScriptUnit.extension(player_unit, "career_system")
buff_extension:add_buff(buff_to_add)
career_extension:reduce_activated_ability_cooldown_percent(buff.bonus)
end
end
end,
And I think that is causing the previously reported issue of resourceful combatant not triggering on melee weapons!
I like to play heroes with long cooldowns so I have a vested interest
If the devs haven’t already tracked this one down, I hope this helps! I could be wrong, of course, but it looks like this is where the buff would normally be triggered for critical strikes.
via
ActionBase._do_critical_strike_procs → buff_extension.trigger_procs